#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform float moveOffset;
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord.xy / iResolution.xy;
    
    if (uv.x >= 0.5)
    {
        uv.x -= 0.5;
        uv.x = -uv.x;
        uv.x += 0.5;
     //   uv.x = 1.0-uv.x;
    }
    uv.x = uv.x+moveOffset;
    fragColor = texture2D(iChannel0, uv);
}
